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Searched refs:vc4_context (Results 1 – 16 of 16) sorted by relevance

/external/mesa3d/src/gallium/drivers/vc4/
Dvc4_state.c53 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_blend_color()
64 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_stencil_ref()
73 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_clip_state()
81 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_sample_mask()
261 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_polygon_stipple()
272 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_scissor_states()
284 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_viewport_states()
294 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_vertex_buffers()
308 struct vc4_context *vc4 = vc4_context(pctx); in vc4_set_index_buffer()
325 struct vc4_context *vc4 = vc4_context(pctx); in vc4_blend_state_bind()
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Dvc4_context.h302 struct vc4_context { struct
424 static inline struct vc4_context *
425 vc4_context(struct pipe_context *pcontext) in vc4_context() function
427 return (struct vc4_context *)pcontext; in vc4_context()
451 int vc4_simulator_flush(struct vc4_context *vc4,
468 void vc4_write_uniforms(struct vc4_context *vc4,
474 void vc4_job_init(struct vc4_context *vc4);
475 struct vc4_job *vc4_get_job(struct vc4_context *vc4,
478 struct vc4_job *vc4_get_job_for_fbo(struct vc4_context *vc4);
480 void vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job);
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Dvc4_context.c43 struct vc4_context *vc4 = vc4_context(pctx); in vc4_flush()
56 struct vc4_context *vc4 = vc4_context(pctx); in vc4_pipe_flush()
72 struct vc4_context *vc4 = vc4_context(pctx); in vc4_invalidate_resource()
90 struct vc4_context *vc4 = vc4_context(pctx); in vc4_context_destroy()
117 struct vc4_context *vc4; in vc4_context_create()
123 vc4 = rzalloc(NULL, struct vc4_context); in vc4_context_create()
Dvc4_draw.c75 vc4_start_draw(struct vc4_context *vc4) in vc4_start_draw()
123 struct vc4_context *vc4 = vc4_context(pctx); in vc4_predraw_check_textures()
138 vc4_emit_gl_shader_state(struct vc4_context *vc4, in vc4_emit_gl_shader_state()
271 struct vc4_context *vc4 = vc4_context(pctx); in vc4_hw_2116_workaround()
284 struct vc4_context *vc4 = vc4_context(pctx); in vc4_draw_vbo()
495 struct vc4_context *vc4 = vc4_context(pctx); in vc4_clear()
Dvc4_job.c41 vc4_job_free(struct vc4_context *vc4, struct vc4_job *job) in vc4_job_free()
77 vc4_job_create(struct vc4_context *vc4) in vc4_job_create()
96 vc4_flush_jobs_writing_resource(struct vc4_context *vc4, in vc4_flush_jobs_writing_resource()
108 vc4_flush_jobs_reading_resource(struct vc4_context *vc4, in vc4_flush_jobs_reading_resource()
160 vc4_get_job(struct vc4_context *vc4, in vc4_get_job()
219 vc4_get_job_for_fbo(struct vc4_context *vc4) in vc4_get_job_for_fbo()
356 vc4_job_submit(struct vc4_context *vc4, struct vc4_job *job) in vc4_job_submit()
513 vc4_job_init(struct vc4_context *vc4) in vc4_job_init()
Dvc4_blit.c53 struct vc4_context *vc4 = vc4_context(pctx); in vc4_tile_blit()
165 vc4_blitter_save(struct vc4_context *vc4) in vc4_blitter_save()
189 struct vc4_context *vc4 = vc4_context(ctx); in vc4_render_blit()
DMakefile.sources14 vc4_context.c \
15 vc4_context.h \
Dvc4_emit.c29 struct vc4_context *vc4 = vc4_context(pctx); in vc4_emit_state()
Dvc4_program.c2188 vc4_shader_ntq(struct vc4_context *vc4, enum qstage stage, in vc4_shader_ntq()
2385 struct vc4_context *vc4 = vc4_context(pctx); in vc4_shader_state_create()
2458 vc4_setup_compiled_fs_inputs(struct vc4_context *vc4, struct vc4_compile *c, in vc4_setup_compiled_fs_inputs()
2523 vc4_get_compiled_shader(struct vc4_context *vc4, enum qstage stage, in vc4_get_compiled_shader()
2631 vc4_setup_shared_key(struct vc4_context *vc4, struct vc4_key *key, in vc4_setup_shared_key()
2666 vc4_update_compiled_fs(struct vc4_context *vc4, uint8_t prim_mode) in vc4_update_compiled_fs()
2743 vc4_update_compiled_vs(struct vc4_context *vc4, uint8_t prim_mode) in vc4_update_compiled_vs()
2789 vc4_update_compiled_shaders(struct vc4_context *vc4, uint8_t prim_mode) in vc4_update_compiled_shaders()
2864 struct vc4_context *vc4 = vc4_context(pctx); in vc4_shader_state_delete()
2880 struct vc4_context *vc4 = vc4_context(pctx); in vc4_fp_state_bind()
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Dvc4_resource.c74 struct vc4_context *vc4 = vc4_context(pctx); in vc4_resource_transfer_unmap()
151 struct vc4_context *vc4 = vc4_context(pctx); in vc4_resource_transfer_map()
986 struct vc4_context *vc4 = vc4_context(pctx); in vc4_get_shadow_index_buffer()
Dvc4_bufmgr.h32 struct vc4_context;
Dvc4_uniforms.c189 vc4_upload_ubo(struct vc4_context *vc4, in vc4_upload_ubo()
209 vc4_write_uniforms(struct vc4_context *vc4, struct vc4_compiled_shader *shader, in vc4_write_uniforms()
Dvc4_register_allocate.c107 vc4_alloc_reg_set(struct vc4_context *vc4) in vc4_alloc_reg_set()
209 vc4_register_allocate(struct vc4_context *vc4, struct vc4_compile *c) in vc4_register_allocate()
Dvc4_qpu_emit.c582 vc4_generate_code(struct vc4_context *vc4, struct vc4_compile *c) in vc4_generate_code()
Dvc4_qir.h414 struct vc4_context *vc4;
Dvc4_simulator.c362 vc4_simulator_flush(struct vc4_context *vc4, in vc4_simulator_flush()